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jumpingtime's Introduction

Hi ๐Ÿ‘‹

I'm a full stack web developer from Germany.

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JavaScript TypeScript Angular HTML CSS SASS

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jumpingtime's People

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Forkers

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jumpingtime's Issues

Jumping is off when cursor is directly over the character

On the main scene if the mouse is directly over the player character and left mouse button is clicked, then the character's jumping is kind of off. The mouse following seems to have some influence on the jumping behaviour (so in the y value manipulation).

Jumping

As a developer I want jumping to make a sound.

Let player decide whether to use keyboard or mouse

Describe the solution you'd like
The player might want to use only mouse or only keyboard. There should be a switch for mouse/keyboard use in the beginning of the game.

Describe alternatives you've considered
Other possibility is to just allow the user to switch in game and always listen to both, mouse and keyboard input.

Safety range where enemy cannot spawn

As a player I want a safety range where the enemy cannot spawn in order to not instantly loose a life unfairly.

Acceptance criteria

  • Given there I'm on the main scene, when the enemy spawns, then it cannot be in a configurable range of the player.

Better angle for camera

Is your feature request related to a problem? Please describe.
It's hard to see where the coin exacly is and to tell you're jumping from the angle of the camera.

Describe the solution you'd like
Find a better angle.

Animations

As a developer I want the game to contain some animations.

E.g. Coin could rotate and hover

Improve Enemy

As a developer I want the enemy to look better in order to improve the overall visuals of the game.

Improve Player Character

As a developer I want better visuals for the player character in order to make the game look better.

Collectables

As a player I want a collectable object on the board so that I can increase my score.

Acceptance criteria

  • Given I'm in the main scene, when a certain amount of time passes, then a collectable item (e.g. coin should appear on the clock.
  • Given there is already a collectable on the board, when the time passed again, then no further collectable should appear.
  • Given there is a collectable on the board, when the charakter touches the collectable, then the collectable should disappear and the score should be increased.
  • Given there is a collectable on the board, when the player takes too long to collect the item, then the item should disappear.
  • Given there is a collectable on the board, when it gets near disappearing time, then the collectable should indicate that it will disappear soon.

Pause menu

As a player I want to be able to pause the game in order to restart or quit the game.

Acceptance Criteria

  • Given the game is running, when I click the "Esc" key, then the game should pause and the pause menu should open.
  • Given the pause menu is open, when I click the "Reset" button, then the menu should close and the game should restart.
  • Given the pause menu is open, when I click the "Quit" button, then the game should quit and exit.
  • Given the pause menu is open, when I click the "Esc" key, then the pause menu should close and the game continue.

Smoother movement

Is your feature request related to a problem? Please describe.
Movement of the player feels to erratic.

Describe the solution you'd like
Adjust the mouse-following speed to have more precise mouse-following.

Game Over Screen

As a developer I want the game to display a game over screen in order to inform the player that he "lost" and how well he did.

Acceptance Criteria

  • Given I'm on the main scene, when I loose all my health, then the game over screen should appear.
  • Given the game over screen is active, I want to see my score.
  • Given the game over screen is active, when I click "Restart", then the game should restart.
  • Given the game over screen is active, when I click "Quit", then the game should close.

Find better input for pause menu

Is your feature request related to a problem? Please describe.
Switching from mouse to keyboard when everything else is mouse based is strange.

Describe the solution you'd like
Right-click for menu? Maybe to easy to hit.

Describe alternatives you've considered
Right-click and hold for a short time with some indication that you're about to open the menu.

Initial Movement

As a player I want to be able to move the charakter with my mouse in order to interact with the game.

Acceptance Criteria

  • Given I'm on the main scene, when I move the mouse, then the charakter should move into the direction of the mouse.
  • Given I'm on the main scene, when I click the left mouse button, then the charakter should jump.

Initial UI

As a player I want to see the lifes I still have and the lifes I had at start in order to be informed about my state.

Acceptance Criteria

  • Given I'm on the main scene, when I start the scene, then I see the max amout of lifes I have.
  • Given I'm on the main scene, when I loose a life, then I see the max amount of lifes I had and the current amount of lifes I have.
  • Given I'm on the main scene, when I gain a life, then I see the max amount of lifes I had and the current amount of lifes I have.
  • Given I'm on the main scene, when I gain more lifes than I initially had, then the max lifes from start don't exeed.

UI Score System

As a player I want to see my current score in order to know how well I'm doing.

Acceptance criteria

  • Given I'm on the main scene, when the scene starts, then the score should display "0".
  • Given I'm on the main scene, when an event occurs that increases the score, then the score should be increased by a given amount.
  • Given I closed the scene, when I reopen it, then the score should be "0" again.

Taking damage

As a developer I want to have a sound whenever the player takes damage.

Fill up lives on certain coin number

Describe the solution you'd like
After a certain amount of coins collected, the lives should go up by one again. That gives the player the possibility to play for a longer time.

Screenshake

As a developer I want to have screenshake whenever the player gets damage in order to make it more clear that the character was hit.

Acceptance Criteria

  • Given I'm on the main scene, when the character hits a clock handle, then the screenshake should be activated.
  • Given I'm on the main scene, when the character hits the enemy, then the screenshake should be activated.
  • Given I'm on the main scene, when the character runs into the surrounding floor, then the screenshake should NOT be activated.

Background music

As a developer I want the game to have some background music in order to set the mood.

Enemy that follows player

As a developer I want to have an enemy following around the player in order to encourage the player to move around more.

Acceptance Criteria

  • Given I'm on the main scene, when 10s pass, then an enemy appears at a random location.
  • Given the enemy is active, when the player moves around, then the enemy should adjust its path and follow the player.
  • Given the enemy is active, when another 10s pass, then no further enemy should appear.
  • Given the enemy is active, when it touches the player, then the player should loose a life and the enemy disappears.

Main Menu

As a player I want to have a main menu in order to start or quit the game.

Acceptance Criteria

  • Given I load the game, when the game stared up, then the main menu should be shown to the player.
  • Given the main menu is shown, when the player clicks on "Start", then the main scene should be loaded.
  • Given the main menu is shown, when the player clicks on "Quit", then the game should be closed and exited.

Game Over

As a developer I want the game to have a game over behaviour when the player has no more lifes left in order to show that the game is over.

Acceptance Criteria

  • Given I'm on the main scene, when I don't have any lifes left, then the game should pause.
  • Given I'm game over, when I press "R", then the game shall restart with full initial health.
  • Given I hit restart, when the game starts again, then the clock handles should be in the initial position.

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